Dust knuckles
Description
This fingerless leather glove includes four small pouches along the knuckle line into which you can insert tiny glass vials. You can fill the vials with poison or ground minerals. When you punch someone, the vials shatter, releasing their contents into the target’s face and eyes. Together, the four vials hold 1 dose of poison or ground minerals; there is no effect unless all four are full. Diamond Dust Vials (25 gp): Each of these vials is filled with finely ground mineral crystals. When you shatter a vial with your punch, the target you hit must succeed at a DC 20 Reflex save to shield its eyes or it’s blinded for 1 round. MAGIC ITEMS The magic items in these sections are divided into the categories outlined in Pathfinder RPG Ultimate Equipment, so you can use the treasure generator detailed in that book. If you’re running an adventure that features an NPC with levels in one of the classes introduced in this book, or you have a PC with levels in one of these classes, when determining treasure, consider either using items from this book before rolling randomly on the treasure generator, or adding these items to the treasure generator. Armor Special Abilities The following are new armor or shield special abilities. See the Armor section starting on page 461 of the Pathfinder RPG Core Rulebook for the rules regarding magic armor. Armor or a shield with a special ability must have at least a +1 enhancement bonus. AMORPHOUS PRICE +4,500 GP SLOT none CL 8th WEIGHT — AURA moderate transmutation Armor with this special ability grants its wearer a +5 competence bonus on Escape Artist checks and to CMD against grapple combat maneuvers. Additionally, once per day on command, the wearer (along with any gear she is wearing) can take the form of viscous liquid that can pass through any space through which thick mud could reasonably flow. While using this ability, the wearer’s speed is reduced by 10 feet, and she can take only move actions. The wearer can assume this form for 1 minute or until she spends a move action to return to her normal form. Amorphous armor must be made primarily of leather, fabric, or another flexible, organic material. CONSTRUCTION REQUIREMENTS COST 2,250 GP Craft Magic Arms and Armor, fluid form BURDENLESS PRICE +4,000 GP SLOT none CL 5th WEIGHT — AURA faint transmutation Burdenless armor distributes the weight of the wearer’s load more efficiently, allowing her to carry more without suffering the effects of encumbrance. The wearer’s carrying capacity is increased by 50% for each load (light, medium and heavy). CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Magic Arms and Armor, effortless armor CALMING PRICE +1 bonus SLOT none CL 5th WEIGHT — AURA faint enchantment Calming armor is dyed or stained a soothing color. As a swift action, the wearer can create a 5-foot aura around her that quiets the emotions of any agitated foe threatening her. A creature that is raging or under an emotion effect must succeed at a DC 15 Will saving throw, or those effects are suppressed (but not dispelled) for as long as the aura persists. The aura can be used up to 10 rounds each day, though the duration doesn’t need to be consecutive. Ending the aura is a swift action. Table 5–5: Armor Special Abilities +1 Armor Special Ability Base Price1 Burdenless +4,000 gp Amorphous +4,500 gp Restful +4,500 gp Calming +1 bonus Vouchsafing +1 bonus +2 Armor Special Ability Base Price1 Spiteful +7,000 gp Trackless +7,500 gp Jarring2 +2 bonus Spell dodging +2 bonus +3 Armor Special Ability Base Price1 Sensing +3 bonus 1 Add to enhancement bonus of the armor to determine total price. 2 This special ability can also be applied to shields. Table 5–4: Alchemical Weapons Item Cost Weight Craft DC Dust knuckle vials (4) 5 gp — 15 Dust knuckles 25 gp 1/2 lb. 20 Diamond dust vials (4) 25 gp — 25
